plisnithus8
Adventurer
The question I would ask myself about such a mechanic is "Why do I want to do this?" Is it because it plays into the theme of my campaign, which has something to do with the Gods of Fate manipulating the PCs into doing their will?
Or is it because my players hit dead ends a lot or are extremely risk averse and it hurts the pacing of the game? Is it because I'm not giving my players enough information to make reasonably informed choices? Are my plots too convoluted or my descriptions too vague?
Once you boil this down, you may be able to see an underlying problem that is better addressed than implementing this in the game. (Or not, as the case may be.)
It seems a little like several of you are saying that if the players aren't picking up on clues, then the DM is doing a bad job. To me this gets back to the idea that players' skills are different than characters' skills. I don't ask David to try to pick up a 200 point weight and throw it across the room in order to see if his barbarian is successful. Puzzles can be fun for the players to think through, but I also think Intelligence checks can play a part too. Just because players don't have intuition, maybe their characters should have an opportunity to use Wisdom for that gut check. It's not about gods or someone controlling the characters; it's about the characters having a skill beyond the player's abilities.
It also seems that assumptions are being made that this is to railroad players -- it's meant to be a general question, but specifically the current campaign actually is a very sandboxy where an intuition check might help them make a decision when they can't choose between a multitude of options.